Network Render - Cached Simulation 'twitch'
Posted: Mon May 07, 2018 5:15 am
I'm running into an issue where -- when distributing a shot across multiple machines via deadline (ie: 10 frames per computer) I get a 'twitch' that occurs on the first frame each computer completes. It seems to be related to my cached simulation (only simulated items give this twitch)
Also, this is only occurring when transform/vertex motion blur is enabled. I'm trying to figure out if this is simply a limitation of using the simulation cache, or if Octane needs to somehow be told to start looking at previous frames for vertex motion blur.
After a quick search, I did find a thread discussing a similar topic: viewtopic.php?f=30&t=63499
My simulated objects DO also have displacement deformer on them. The rest of the frames render absolutely fine, it's only the first frame that a computer picks up to render causing this 'twitch' (not fully loaded cache?)
I'm sure I could bake everything down to keyframes and it would work just fine, but... I'm trying to retain edit-ability and keep that step out of the workflow.
Thanks ahead of time for any input/assistance!
Also, this is only occurring when transform/vertex motion blur is enabled. I'm trying to figure out if this is simply a limitation of using the simulation cache, or if Octane needs to somehow be told to start looking at previous frames for vertex motion blur.
After a quick search, I did find a thread discussing a similar topic: viewtopic.php?f=30&t=63499
My simulated objects DO also have displacement deformer on them. The rest of the frames render absolutely fine, it's only the first frame that a computer picks up to render causing this 'twitch' (not fully loaded cache?)
I'm sure I could bake everything down to keyframes and it would work just fine, but... I'm trying to retain edit-ability and keep that step out of the workflow.
Thanks ahead of time for any input/assistance!